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Sammy

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Everything posted by Sammy

  1. You just wait. Dusted off my old sentrygun that launches nades. Pretty cool especially on open maps and thinking about what kind of kill requirement. Designed more for longer range that lobs them over a distance than regular sentryguns. Close range not so good. Then again just as easy to kill with emp, explosives or knifing. Boom.... edit: http://video.xfire.com/5a25dd.mp4
  2. Ugh the crossbow thing again. No matter what I do it wont make everybody happy. Would love to add both but no room for it.
  3. Especially if you are the one that would have to get it all into the game.
  4. Depending on the map, if while spawn protected you can get somewhere relatively safe and get three kills when they rush you then voila. RC to defrost your team with. Problem solved and it actually happens quite alot with teams coming back from the brink of defeat.
  5. Trying a new menu on my test server if you would like to check it out and tell me what you think. The 4 iwds are the same as those on the chicago server but the mod ff is different. Gameservers has been flaky last couple days but it seems to be working ok now. 68.232.176.200:28960
  6. The update is the other server. It's up to all the XI members to decide if it is working without issues and to move it.
  7. Then again, to get a jammer that you might benefit from a couple times in an entire game you are giving up dead silence that you will benefit from all the time. Also, you get kills from an RC. The jammer wont help you get anything. Or you can think of it like the uav jammer. Why should someone be invisible because of a perk whereas you have to earn the uav?
  8. When the car was first included the common complaint from many was that it was a cheap kill every time someone got it. So a couple of defensive measures were introduced. Now to me it sounds like a good balance and not a 'meh' weapon like the 5-kill airstrikes that you cant defend against. Hard to find a decent middle ground while still maintaining a fun experience. Especially in a game that sometimes agrivates the hell out of me.
  9. If you are emp'd a 20 second timer begins. You can consider it as the regular electronic timer being destroyed along with the radio and that this is a backup fuse. So it still explodes and if the player doesnt run away, or if someone is unluckly enough to get near a car that no longer has any engine noise, kaboom. I got a few kills that way. On a lot of maps its pretty hard to see a disabled RC if you cant hear it. Especially if a teammate isnt nice enough to give everyone a heads up. A common issue in this game that is more associated with many servers where players dont speak up when they find a claymore.
  10. The airdrop thing is another one that would be nice if it were tested out on the newer mod on many maps. Respawning is handled differently there to address certain problems. If nobody experiences it then I am a happy man. But if it does then I will do my best to figure out why that one didnt work.
  11. Video wont do it since it is an unreliable indicator of whether or not you hit somebody. The nature of fast moving online games like this is that what you see isnt always what you get. As for recording, Xfire is terrible and impacts performance greatly. The best demos record the games internally then use the cod4 player (I think) to export the playback as an avi. If anything, this doesnt bug me because its the nature of the game. What bugs me are the players who hit their lag bind keys the moment someone shoots at them.
  12. edit: Forgot to add that the RC uses the same internal engine functions that a pack of C4 uses.
  13. A bit long winded, again. Bullets hit enemies fine. As I said hit registration is entirely within the game engine. So if there is an issue with that then all I can do is refer you to Infinity Ward. Game scripts can do one of two things and both involve simply ignoring what the game engine is saying. The engine will say "I hit you". But scripting can say "too bad" which is how friendly fire is handled. Or it can say "sorry but I am only doing 1/2 damage". Obviously the first is handled by the FF server setting. The Juggy perk does it the second way and reduces what the engine says to do by %40. In the mod damage is not modified, unless the server admins decide to do it, but controls where it goes if the player has body armor. You might have experienced this. Instead of being applied directly to the player it first checks how much armor you have left. If for example in this server you receive 101 points you are dead (30 health + 70 armor). A .50 on the torso will usually do this in one shot in HC but an mp5 at close range will usually take 3. Not including stopping power. If this happens you will see an armor icon in the middle of the screen assuming hit icons are enabled. Dunno if they are on this server. Last time I played it they were not but when I wore the armor it acted as expected. If you think this is an issue with you get the armor piercing perk. Any time something like this is added there must be a counter balance. It will act at tho the body armor isnt even there.
  14. Much discussed issue. You should search previous threads first. But so you dont have to do that, the older MW2 mod has this particular problem but the Chi mod does not. Related to the ACR world model in combination with the Arab model in Marines vs Opfor maps with too many tags/bones for what it is supposed to do.
  15. If that happens just push the use key again to switch weapons back. Its no different than if you had to plant or defuse the bomb. Whats the big deal?
  16. Sounds like a Betty.
  17. Awww.... with all that work we put into the snipers there should be at least a couple of them.
  18. When most of the time there are 4-6 players tiny maps is the way to go.
  19. Do you activate crouched or prone with something over your head? If so dont do that. When you get sent back you get stuck in walls and such. In the future if you try to do this you will get a message telling you to move to somplace you can stand. You dont have to stand at that spot you just have to be able to.
  20. Yes when going through the posts you will probably see me say 100 times that the cause is the ACR world model has too many tags. Seems people forget or dont care that it causes the problem and use it anyways. Fixed in the Chi mod. Only happens in Marines vs Opfor games. edit: The other one you speak of was probably about a missing player tag which was related to the heli minigunner. Havent seen that in many months.
  21. You picked up an m21 scoped with silencer. The m14/m21 acog+silencer combination doesnt exist and there is no weapon file for it. For first raise weapon time some examples: m4 -> 0.85 seconds. L118 (or m40a3) -> 0.9 seconds. rpd -> 1.25 seconds. mp5 -> 0.67 seconds.
  22. Thank you. Much appreciated. Funny enough I had a Predator and was flying around until I ran out of fuel. It was supposed to explode and then I would respawn. But it didnt and I ended up stuck high in the air. I was the last player alive and debated just sitting up there while the other team spent the next 10 minutes looking for me. After a good laugh I figured that would have been mean and I disconnected. However, even tho I tried to rejoin immediately someone took my slot and it was 31 players again. So I ended up getting redirected. Maybe it was you who took my space.
  23. Yes, it has. Raise time is balanced per the type of weapon. smg's/shottys are obviously the fastest followed by ar's, snipers, and lmgs. Spawn protection is meant for you to go find some cover. If you are shot before your weapon raises then you are not doing that. Certainly some maps dont offer much protection however so it is more difficult. Since this server + gametype is set up for spawn trapping you should plan on being shot. Instead of the usual 'get out of spawn' find cover for 4 or 5 seconds and throw novagas on your spawn area to help the next player before you are. He should outfit himself with tacmask so he can stand inside of it protected and maybe throw 3x nuke-frags. When your gas starts to disapate he can throw another one at his feet or on your spawn area again. Unless they have tacmask they are not going to run into it looking for you. No guarantee but could be more effective than the constant spawn-run-die. Who knows, you might get 3 kills and an RC. That is why you have 10 classes. To make up a couple specialties that you might only use a couple times in a game.
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